Marines need more defensive capabilities.

Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
Aliens seem to have more ability to control the map, they also get more defensive structures and infestation slows marines and stops them building, marines get weak turrets and thats about it, the rest is up to the players, this makes keeping resources safe quite a difficult job and because aliens are faster they can return in no time after you kill them.

I think its time marines got something else to help them out, perhaps a new turret or defence of some kind, maybe an upgrade like electrify or anti alien/infestation stuff you can spray on the ground?
«13

Comments

  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited March 2012
    No.
    Marines already have the best defense of the two teams.
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    <!--quoteo(post=1910548:date=Mar 6 2012, 12:02 PM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Mar 6 2012, 12:02 PM) <a href="index.php?act=findpost&pid=1910548"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No.
    Marines already have the best defense of the two teams.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How do you come to that conclusion?

    Most games i've played marines have lost.

    Aliens have whips with bombard and anti grenade, hydras, crags, infestation.

    Marines have... turrets?
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited March 2012
    <!--quoteo(post=1910550:date=Mar 6 2012, 07:10 PM:name=Electr0)--><div class='quotetop'>QUOTE (Electr0 @ Mar 6 2012, 07:10 PM) <a href="index.php?act=findpost&pid=1910550"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How do you come to that conclusion?

    Most games i've played marines have lost.

    Aliens have whips with bombard and anti grenade, hydras, crags, infestation.

    Marines have... turrets?<!--QuoteEnd--></div><!--QuoteEEnd-->
    And mines!
    Marines need more offensive capabilities instead :)
    Exosuits? :)
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Nano-shield is a fantastic ability that doesn't get as much use as it should.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Turrets are very powerful when used correctly. They're not meant to lockdown areas and be invulnerable. Turrets are intended to slow down alien harass and support marines who are defending/securing an area.

    Marines have great defense, but the skill cap for map awareness is much higher on the marine side. Lots of new players that don't really know what is going on means a lot of poorly defended marine RTs. When people get better, you will see pub marines defending a lot better.
  • RautapalliRautapalli Join Date: 2010-07-23 Member: 72710Members, Reinforced - Shadow
    You can't really compare the alien defense and the marine defense like this. Marines have guns, aliens don't. Sure there are some exceptions like the lerk and gorge bilebomb, but lerk does very little damage to buildings and gorge barely has any combat ability so they always need to be protected if they attempt to attack marine bases.

    Besides, turrets and mines are very powerful if used properly anyway. The only ranged defense aliens have is hydras, and those are nearly useless right now if you don't want to spend more than 50 res on them.
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    Don't forget mines and shields are very short lived.
  • autograderautograder Join Date: 2011-06-24 Member: 106181Members
    <!--quoteo(post=1910568:date=Mar 6 2012, 01:42 PM:name=Quovatis)--><div class='quotetop'>QUOTE (Quovatis @ Mar 6 2012, 01:42 PM) <a href="index.php?act=findpost&pid=1910568"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nano-shield is a fantastic ability that doesn't get as much use as it should.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Fact, I often build a second chair for the extra energy.
    Also worthy of mentioning is the ability of the commander to drop health packs. This truly can turn the tide of a skirmish!
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    <!--quoteo(post=1910584:date=Mar 6 2012, 02:04 PM:name=autograder)--><div class='quotetop'>QUOTE (autograder @ Mar 6 2012, 02:04 PM) <a href="index.php?act=findpost&pid=1910584"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Fact, I often build a second chair for the extra energy.
    Also worthy of mentioning is the ability of the commander to drop health packs. This truly can turn the tide of a skirmish!<!--QuoteEnd--></div><!--QuoteEEnd-->

    The trouble with mines, shields and health packs is they're not passive and so very hard to make good use of except in certain situation, we need better passive defence.
  • XosteanXostean Join Date: 2012-02-17 Member: 146370Members
    edited March 2012
    Lets see

    Commander Can drop
    -Ammo
    -Health packs
    -Weapons
    -Nano-Shield

    Turrets

    Mines

    Phase Gate for traveling long distances instantly, making getting back to base much easier

    Observatory grants
    -"Pings" that detect near by aliens and displays them in real time in 3D
    -Beacon that calls all marine players back to base


    The point is, Marines have wonderful defenses, the only difference is they are majority controlled by the commander, so if your commander is bad, the chances are you wont be getting nice defenses (where as on alien you can create defenses with or without the commander). Marines are doing fantastic in the defense department
  • autograderautograder Join Date: 2011-06-24 Member: 106181Members
    <!--quoteo(post=1910550:date=Mar 6 2012, 01:10 PM:name=Electr0)--><div class='quotetop'>QUOTE (Electr0 @ Mar 6 2012, 01:10 PM) <a href="index.php?act=findpost&pid=1910550"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How do you come to that conclusion?

    Most games i've played marines have lost.

    Aliens have whips with bombard and anti grenade, hydras, crags, infestation.

    Marines have... turrets?<!--QuoteEnd--></div><!--QuoteEEnd-->
    In fairness the comparison is:
    <ul><li>turrets, mines</li><li>whips, hydras</li></ul>
    The other items are different, but equivalent:
    <ul><li>crags + infestation</li><li>armory + power socket</li></ul>
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I view the ease at which aliens can camp spawns/phasegates as the main problem with marine defenses. Implementing something like telefrag (or telepush) would help.
  • Electr0Electr0 Join Date: 2011-10-31 Member: 130337Members
    edited March 2012
    <!--quoteo(post=1910591:date=Mar 6 2012, 01:15 PM:name=autograder)--><div class='quotetop'>QUOTE (autograder @ Mar 6 2012, 01:15 PM) <a href="index.php?act=findpost&pid=1910591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In fairness the comparison is:
    <ul><li>turrets, mines</li><li>whips, hydras</li></ul>
    The other items are different, but equivalent:
    <ul><li>crags + infestation</li><li>armory + power socket</li></ul><!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't consider mines the same as a turret type structure, they're much more limited, even the armoury vs crag doesn't compare, basically aliens have a lot of passive defences, two turret structures and a passive area heal, marines have a turret, everything else they have to do manually and it doesn't last.
  • GrissiGrissi Join Date: 2003-08-28 Member: 20314Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow
    Marines really don't need any more defesive capabilities. They already everything they need to defend base and maintain map control.
    What they truly lack now is a way to use their res advantage late game. Exo suite will probably fix a big part of that problem.
  • RautapalliRautapalli Join Date: 2010-07-23 Member: 72710Members, Reinforced - Shadow
    edited March 2012
    <!--quoteo(post=1910602:date=Mar 6 2012, 09:40 PM:name=Electr0)--><div class='quotetop'>QUOTE (Electr0 @ Mar 6 2012, 09:40 PM) <a href="index.php?act=findpost&pid=1910602"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't consider mines the same as a turret type structure, they're much more limited, even the armoury vs crag doesn't compare, basically aliens have a lot of passive defences, two turret structures and a passive area heal, marines have a turret, everything else they have to do manually and it doesn't last.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How many times have you died to a single mine? Quite many I assume.
    How many times have you died to a single hydra? Probably not very often.
    And you get three mines for the price of one hydra.

    I'd hardly call the whip a turret structure, the range is VERY limited. Bombard only does armor damage, so it's completely useless for defending against marines from a range unless they are stupid enough to lob grenades at it.

    And again, you're completely forgetting that the teams have different needs for defense. Marines have guns to shoot defenses from far away, so aliens do need turret type defenses. Aliens are generally melee focused so static defenses like mines are fine. You can't give both teams mirrored defense capabilities without breaking the game.
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    <!--quoteo(post=1910601:date=Mar 6 2012, 11:38 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Mar 6 2012, 11:38 AM) <a href="index.php?act=findpost&pid=1910601"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I view the ease at which aliens can camp spawns/phasegates as the main problem with marine defenses. Implementing something like telefrag (or telepush) would help.<!--QuoteEnd--></div><!--QuoteEEnd-->

    i support telefragging with an audio cue to warn the alien 1 sec prior for IPs. just imagine the warm up sound for mines or something similar as the audio cue.
    but for PG you will have to make it electrified or something, as theres no delay in teleporting. maybe make a visual notification that the fade must be "this far away" or else? idk..
    what good is a PG for mobility if one alien life form (fade) is standing right in front of it swiping? its basically saying you MUST always use turrets to place PGs.. but the way the economics is set up current thats impossible if you wish to contend with the speed aliens put up their 2nd hive. this is especially true in organized matches. (how often do you see turrets in those?)
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
    play on better servers or wait until people get better at the game

    problem solved
  • LV426-ColonistLV426-Colonist Space Jockey Join Date: 2011-08-05 Member: 114269Members, Constellation
    edited March 2012
    Is this a joke?

    Nano shields, turrets, mines.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1910611:date=Mar 6 2012, 12:18 PM:name=ironhorse)--><div class='quotetop'>QUOTE (ironhorse @ Mar 6 2012, 12:18 PM) <a href="index.php?act=findpost&pid=1910611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i support telefragging with an audio cue to warn the alien 1 sec prior for IPs. just imagine the warm up sound for mines or something similar as the audio cue.
    but for PG you will have to make it electrified or something, as theres no delay in teleporting. maybe make a visual notification that the fade must be "this far away" or else? idk..
    what good is a PG for mobility if one alien life form (fade) is standing right in front of it swiping? its basically saying you MUST always use turrets to place PGs.. but the way the economics is set up current thats impossible if you wish to contend with the speed aliens put up their 2nd hive. this is especially true in organized matches. (how often do you see turrets in those?)<!--QuoteEnd--></div><!--QuoteEEnd-->
    Pretty much. I've lost many forward PGs from one skulk or fade standing right in the middle of PG and killing all who phase through. Telefrag might be a bit harsh, so I could see something as simple as a physics push/stun (think like the stun effect from the marine rifle butt) or it just does X amount of damage for any alien standing directly in front/on top of a PG or IP.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    You should have to defend phase gates. If your phase gate is getting camped, then it is because the aliens already won the battle. Phase gates shouldn't be safe havens for marines to move around the map. They come with the inherent risk that the marine will be zoning into a feeder gate. You should have to defend phase gates to utilize them.
  • DghelneshiDghelneshi Aims to surpass Fana in post edits. Join Date: 2011-11-01 Member: 130634Members, Squad Five Blue, Reinforced - Shadow
    edited March 2012
    Noone is denying that, GORGEous.
    But I don't think players getting stuck inside one another is a proper game mechanic, wouldn't you agree with me on that?
    We need some kind of system to prevent getting stuck in other players on the other side of phase gates, be it marine or alien or even AI units.
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    Definitely. The player collision needs a ton of work. Getting stuck in players when teleporting through phase gates is really annoying.

    But a "safe area" around the phase gate so fades or skulks can't camp an undefended gate? No. That is not needed.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    Like many player-clipping issues in NS2, this one can be solved with a grenade.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=1910550:date=Mar 7 2012, 05:10 AM:name=Electr0)--><div class='quotetop'>QUOTE (Electr0 @ Mar 7 2012, 05:10 AM) <a href="index.php?act=findpost&pid=1910550"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Most games i've played marines have lost.<!--QuoteEnd--></div><!--QuoteEEnd-->
    If this is the case, you don't solve it by buffing marine defense. Turret and mine spam already prolongs marine losses to 3rd hive and even beyond. Infact you dont even need turrets and mines to stalemate a game against 3rd hive aliens for some time.

    The reason marines are losing alot this build is because of fast, unpredictable skulk movement, not because of a lack of defense. Games are not fun or atleast not in the long term when you make one team more and more invulnerable.

    <!--quoteo(post=1910675:date=Mar 7 2012, 09:08 AM:name=Dghelneshi)--><div class='quotetop'>QUOTE (Dghelneshi @ Mar 7 2012, 09:08 AM) <a href="index.php?act=findpost&pid=1910675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We need some kind of system to prevent getting stuck in other players on the other side of phase gates, be it marine or alien or even AI units.<!--QuoteEnd--></div><!--QuoteEEnd-->
    +1. You also get stuck simply by crouching into phasegates as well lol =/. Presumably getting stuck in the phasegate model itself.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    here's a trick to getting through camped phase gates: have one marine nano-shielded go through first, and drop meds like crazy. once he's through and away from the gate, have the rest of the team phase.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    You'd be foolish to think marines are the worse defenders. Any game you play against marines, you always seen the commanders turtling up. Aliens cannot do this. Aliens must build multiple hives to ensure that if one of their squishy, weak bases gets rushed that they can still operate.

    It is a fact though that marines have alot of active abilities, making their success entirely based on the commanders skill. Aliens commander mostly just builds, occasionally spamming umbra or cloak. It would be nice to see more active abilities for the alien commander, away from the hive, but most ideas seem to be rejected.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1910699:date=Mar 7 2012, 10:08 AM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Mar 7 2012, 10:08 AM) <a href="index.php?act=findpost&pid=1910699"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->here's a trick to getting through camped phase gates: have one marine nano-shielded go through first, and drop meds like crazy. once he's through and away from the gate, have the rest of the team phase.<!--QuoteEnd--></div><!--QuoteEEnd-->


    If there's a fade on either side of the phase gate, the marines can't get out. Which is something I don't think should be removed.


    <!--quoteo(post=1910601:date=Mar 7 2012, 06:38 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Mar 7 2012, 06:38 AM) <a href="index.php?act=findpost&pid=1910601"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I view the ease at which aliens can camp spawns/phasegates as the main problem with marine defenses. Implementing something like telefrag (or telepush) would help.<!--QuoteEnd--></div><!--QuoteEEnd-->

    And Marines can even more easily camp egg spawns.
  • RautapalliRautapalli Join Date: 2010-07-23 Member: 72710Members, Reinforced - Shadow
    edited March 2012
    I saw a lerk kill almost an entire team coming out of a PG today. Not because the lerk was blocking it, but because the marines came in so fast that they actually clipped inside eachother in the middle of the PG. They couldn't shoot or move. Some of them actually kept teleporting back and fourth since they were stuck in the middle of the PG. It was hilarious :V
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    <!--quoteo(post=1910718:date=Mar 7 2012, 10:49 AM:name=Rautapalli)--><div class='quotetop'>QUOTE (Rautapalli @ Mar 7 2012, 10:49 AM) <a href="index.php?act=findpost&pid=1910718"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I saw a lerk kill almost an entire team coming out of a PG today. Not because the lerk was blocking it, but because the marines came in so fast that they actually clipped inside eachother in the middle of the PG. They couldn't shoot or move. Some of them actually kept teleporting back and fourth since they were stuck in the middle of the PG. It was hilarious :V<!--QuoteEnd--></div><!--QuoteEEnd-->

    This could be fixed by the marines maintaining their momentum out of the phase gate (unless there's a fade standing there of course)
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    A short (1 second?) delay on phase cycling would stop this problem, too, as it'd give marines time to clear the phase on the far side before their buddy runs into their back.

    My usual trick for a phase in a contested area is to start shooting my assault rifle at a downward angle before I hit the phase gate. Waste a few rounds in your base, sure, but it's awfully funny to shred a skulk who thinks he's going to get a free snack before his second bite lands. It also helps to go through the gate in the wrong direction so that you come out the other side in an odd place.

    Now, if we could launch grenades or somesuch through a phase gate, or if the nanoshield pushed aliens away from the gate far enough for a marine to blip through it (or the bubble at least protected him while he was right in the gate) we might see some more of that used.
Sign In or Register to comment.